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42 import QtQuick.Particles 2.0
46 property int maxHP: 100
47 property int hp: maxHP
48 property real initialDodge: 0.01
49 property real dodge: initialDodge
50 onHpChanged: if(hp <= 0) target = container;
51 property ParticleSystem system//TODO: Ship abstraction
52 property Item target: container
53 property string shipParticle: "default"//Per team colors?
54 property int gunType: 0
58 //TODO: Cooler would be an 'orbiting' affector
59 //TODO: On the subject, opacity and size should be grouped type 'overLife' if we can cram that in the particles
60 system: container.system
61 group: container.shipParticle
62 anchors.centerIn: parent
65 shape: EllipseShape {}
67 emitRate: hp > 0 ? hp * 1 + 20 : 0
69 maximumEmitted: (maxHP * 1 + 20)*2.4
75 speed: AngleDirection {angleVariation:360; magnitudeVariation: 32}
78 system: container.system
81 shape: EllipseShape { fill: false }
92 system: container.system
93 enabled: container.hp <=0
95 groups: ["cruiserArmor"]
104 property int next: Math.floor(Math.random() * 3) + 1
106 running: root.readySetGo
110 gun1.fireAt(container.target);
111 next = Math.floor(Math.random() * 3) + 1;
112 } else if (next == 2) {
113 gun2.fireAt(container.target);
114 next = Math.floor(Math.random() * 3) + 1;
115 } else if (next == 3) {
116 gun3.fireAt(container.target);
117 next = Math.floor(Math.random() * 3) + 1;
122 Hardpoint {//TODO: Hardpoint abstraction
126 system: container.system
128 hardpointType: gunType
134 system: container.system
136 hardpointType: gunType
142 system: container.system
144 hardpointType: gunType